mirror of https://github.com/axmolengine/axmol.git
191 lines
3.2 KiB
C++
191 lines
3.2 KiB
C++
/**
|
|
Copyright 2013 BlackBerry Inc.
|
|
|
|
Licensed under the Apache License, Version 2.0 (the "License");
|
|
you may not use this file except in compliance with the License.
|
|
You may obtain a copy of the License at
|
|
|
|
http://www.apache.org/licenses/LICENSE-2.0
|
|
|
|
Unless required by applicable law or agreed to in writing, software
|
|
distributed under the License is distributed on an "AS IS" BASIS,
|
|
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
See the License for the specific language governing permissions and
|
|
limitations under the License.
|
|
|
|
Original file from GamePlay3D: http://gameplay3d.org
|
|
|
|
This file was modified to fit the cocos2d-x project
|
|
*/
|
|
|
|
#include "math/Vec3.h"
|
|
#include "math/Mat4.h"
|
|
|
|
NS_CC_MATH_BEGIN
|
|
|
|
|
|
inline bool Vec3::isZero() const
|
|
{
|
|
return x == 0.0f && y == 0.0f && z == 0.0f;
|
|
}
|
|
|
|
inline bool Vec3::isOne() const
|
|
{
|
|
return x == 1.0f && y == 1.0f && z == 1.0f;
|
|
}
|
|
|
|
inline void Vec3::add(const Vec3& v)
|
|
{
|
|
x += v.x;
|
|
y += v.y;
|
|
z += v.z;
|
|
}
|
|
|
|
inline void Vec3::add(float xx, float yy, float zz)
|
|
{
|
|
x += xx;
|
|
y += yy;
|
|
z += zz;
|
|
}
|
|
|
|
inline float Vec3::length() const
|
|
{
|
|
return std::sqrt(x * x + y * y + z * z);
|
|
}
|
|
|
|
inline float Vec3::lengthSquared() const
|
|
{
|
|
return (x * x + y * y + z * z);
|
|
}
|
|
|
|
inline void Vec3::negate()
|
|
{
|
|
x = -x;
|
|
y = -y;
|
|
z = -z;
|
|
}
|
|
|
|
inline void Vec3::scale(float scalar)
|
|
{
|
|
x *= scalar;
|
|
y *= scalar;
|
|
z *= scalar;
|
|
}
|
|
|
|
inline Vec3 Vec3::lerp(const Vec3 &target, float alpha) const
|
|
{
|
|
return *this * (1.f - alpha) + target * alpha;
|
|
}
|
|
|
|
inline void Vec3::set(float xx, float yy, float zz)
|
|
{
|
|
this->x = xx;
|
|
this->y = yy;
|
|
this->z = zz;
|
|
}
|
|
|
|
inline void Vec3::set(const float* array)
|
|
{
|
|
GP_ASSERT(array);
|
|
|
|
x = array[0];
|
|
y = array[1];
|
|
z = array[2];
|
|
}
|
|
|
|
inline void Vec3::set(const Vec3& v)
|
|
{
|
|
this->x = v.x;
|
|
this->y = v.y;
|
|
this->z = v.z;
|
|
}
|
|
|
|
inline void Vec3::set(const Vec3& p1, const Vec3& p2)
|
|
{
|
|
x = p2.x - p1.x;
|
|
y = p2.y - p1.y;
|
|
z = p2.z - p1.z;
|
|
}
|
|
|
|
inline void Vec3::setZero()
|
|
{
|
|
x = y = z = 0.0f;
|
|
}
|
|
|
|
inline void Vec3::subtract(const Vec3& v)
|
|
{
|
|
x -= v.x;
|
|
y -= v.y;
|
|
z -= v.z;
|
|
}
|
|
|
|
inline Vec3 Vec3::operator+(const Vec3& v) const
|
|
{
|
|
Vec3 result(*this);
|
|
result.add(v);
|
|
return result;
|
|
}
|
|
|
|
inline Vec3& Vec3::operator+=(const Vec3& v)
|
|
{
|
|
add(v);
|
|
return *this;
|
|
}
|
|
|
|
inline Vec3 Vec3::operator-(const Vec3& v) const
|
|
{
|
|
Vec3 result(*this);
|
|
result.subtract(v);
|
|
return result;
|
|
}
|
|
|
|
inline Vec3& Vec3::operator-=(const Vec3& v)
|
|
{
|
|
subtract(v);
|
|
return *this;
|
|
}
|
|
|
|
inline Vec3 Vec3::operator-() const
|
|
{
|
|
Vec3 result(*this);
|
|
result.negate();
|
|
return result;
|
|
}
|
|
|
|
inline Vec3 Vec3::operator*(float s) const
|
|
{
|
|
Vec3 result(*this);
|
|
result.scale(s);
|
|
return result;
|
|
}
|
|
|
|
inline Vec3& Vec3::operator*=(float s)
|
|
{
|
|
scale(s);
|
|
return *this;
|
|
}
|
|
|
|
inline Vec3 Vec3::operator/(const float s) const
|
|
{
|
|
return Vec3(this->x / s, this->y / s, this->z / s);
|
|
}
|
|
|
|
inline bool Vec3::operator==(const Vec3& v) const
|
|
{
|
|
return x==v.x && y==v.y && z==v.z;
|
|
}
|
|
|
|
inline bool Vec3::operator!=(const Vec3& v) const
|
|
{
|
|
return x!=v.x || y!=v.y || z!=v.z;
|
|
}
|
|
|
|
inline Vec3 operator*(float x, const Vec3& v)
|
|
{
|
|
Vec3 result(v);
|
|
result.scale(x);
|
|
return result;
|
|
}
|
|
|
|
NS_CC_MATH_END
|